Hi,
i want to integrate the NewtonCustomJoints into my project, but the linker does not find the functions from the lib.
Which libraries do I have to link for having the functions? I did not find any "JointLibrary.so" in the download folder :S
Moderators: Sascha Willems, Thomas
Carli wrote:Some additional Info:
when I link the functions to libdJointLibrary.a, i get some errors a la "(.text+0x240): undefined reference to `dMatrix::operator*(dMatrix const&) const'"
Linking libdMath.a does not help, too.
#0 dgBroadPhaseCollision::ConvexCast(dgCollision*, dgMatrix const&, dgVector const&, float&, unsigned int (*)(dgBody const*, dgCollision const*, void*), void*, dgConvexCastReturnInfo*, int, int) const at :0
#1 NewtonWorldConvexCast at :0
#2 CustomPlayerController::FindFloor(dMatrix const&, dVector const&, dVector, NewtonCollision*, float&, dVector&, int) const at :0
#3 CustomPlayerController::PlayerOnFreeFall(float, int) at :0
#4 CustomPlayerController::KinematicMotion(float, int) at :0
#5 dgJacobianMemory::ApplyExternalForcesAndAcceleration(float) const at :0
#6 dgJacobianMemory::CalculateForcesSimulationMode(float) const at :0
#7 dgSolverWorlkerThreads::ThreadExecute() at :0
#8 dgWorldDynamicUpdate::UpdateDynamics(dgWorld*, int, float) at :0
#9 dgWorld::Update(float) at :0
#10 Newton::UpdatePhysics(float) at :0
#11 NewtonUpdate at :0
#12 TICK(0x7ffff0e94040, 0) at gameengine.pas:360
#13 SIMULATE(0x0, 0) at gametemplate.pas:235
#14 STEP(0x0) at ginterface.pas:369
#15 EXECUTE(0x0) at ginterface.pas:166
#16 RUN(0x7ffff0e94040, false) at tasks.pas:102
#17 main at gwx.lpr:84
#define MAX_CONTACTS 16
// No we make and make a upright capsule for the collision mesh
dMatrix orientation;
orientation.m_front = dVector (0.0f, 1.0f, 0.0f, 0.0f); // this is the player up direction
orientation.m_up = dVector (1.0f, 0.0f, 0.0f, 0.0f); // this is the player front direction
orientation.m_right = orientation.m_front * orientation.m_up; // this is the player sideway direction
orientation.m_posit = dVector (0.0f, 0.0f, 0.0f, 1.0f);
// add a body with a box shape
//shape = CreateNewtonCapsule (world, player, playerHigh, playerRadius, m_wood, orientation);
shape = CreateNewtonCylinder (world, player, playerHigh, playerRadius, m_wood, orientation);
playerBody = CreateRigidBody (world, player, shape, 10.0f);
NewtonReleaseCollision (world, shape);
// make sure the player does not go to sleep
NewtonBodySetAutoSleep (playerBody, 0);
// now we will attach a player controller to the body
NewtonUserJoint* playerController;
// the player can take step up to 0.7 units;
dFloat maxStairStepFactor = 0.7f / playerHigh;
playerController = CreateCustomPlayerController (&orientation[0][0], playerBody, maxStairStepFactor, padding);
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